Development Cycle Archive

Thread: September 30th Update

DukeP
Wed Oct 01, 2003 3:21 am
#53

Stealth Nerf # 3:


Crafting station and their storage hoppers. I use these ALOT.


Now we cant acces these from our inventory any longer.


Big deal You might say, but consider: Why make this change? If You can still use the hopper from within the crafting tool, it just adds annoyances.. -Unless theres too much database space used in those hoppers - and they are the next to go?



All in all - a MASSIVE Nerf for the Architect class this patch. 3 major stops. And they havent even fixed the bugged schematics (amoire type III anyone??).





WhiteFur

HarlequinGrins
Wed Oct 01, 2003 3:31 am
#54

Q3PO;


Just have a couple of questions...


a) what about AT-STs becoming PvP only? Is this actually going to happen, or is it just idle talk and speculation? I really think it destroys the PvE aspect of the game


b) what about the proposed pistoleer (and combat speed, etc) changes...also just somewhere on the 'things to talk about' list?



Just wondering...please respond in the unlikely case that this post is read by you


Thanks




Iago Ekkadi - Valcyn
Master Artisan / Almost Master Armorsmith / Almost Master Pistoleer

-- "Don't f--k with the Jedi Master, son!" - Mark Hamill
Jay & Silent Bob Strike Back
TheItchInYourHead
Wed Oct 01, 2003 3:32 am
#55

Thanks Q.


As long as you add more content in terms of static encounters and quests I'm happy. I'm running out of skillpoints so I want to have something to do after maxing my char.




········ Jarren Arcane ········
- Followers of Er'rant -


Ranger | Pikeman | Tamer

Sinnare
Wed Oct 01, 2003 4:29 am
#56

Yeh just let us know if your nerfing the schem and harvestors now so we can cancel before you bill us again
MasterGwydion
Wed Oct 01, 2003 4:48 am
#57

I hate it to hear people talking about the pistoleer problems. the best profession in this game with the bopuntyhunter and then they get angry cause of a small fix that should be done. ok it should be fixed,but whats up with the CARABINEERs? They need a lot of fixes till they are good, and the last comment i've read was on 08-12-2003.

I also have a MasterTailor and im supporting 4 Armorsmiths with my Items they need for their Armor, and it wont be possible anymore to do this cause of the new shematic limit.

Im not happy about some changes, and i miss a lot of other necessary changes that should be done...

SO GO ON AND WORK ON IT Then the people stay and are happy.

Thx
Gwydion
Burr
Wed Oct 01, 2003 5:12 am
#58

I really can't understand the logic in focusing on player cities when 50% of the classes are still broke. I know you guys said that player cities were like the first priority, post launch, but when a whole lot of stuff doesn't work, priorities should change. Although I guess with player cities you can put out some cutesy SOE press release that says "SWG introduces player run cities!" and has a nice list of(undoubtedly broken)features. In turn you would hope to attract new players. Nevermind the ones that are suffering now.



----
Nothing personal..... it's just business...
Polyantimer
Wed Oct 01, 2003 5:26 am
#59

Hello. I have a suggestion for improvement to the game. I though that the development board whould be a good place to put it.


Medicine use: Don't Get rid of the stat modification. It is helpful to real medics. Although, I WOULD suggest limiting a player that doesn't have 'Novice Medic' open to ONLY modifying any of their Medic Stats by 5 or 10 each, Letting them use Small Stimpack Bs, If they feel like paying for expensive Bio Enginnered Clothing.


This Helps Non Medic Peopleget an emergency heal if they need to, and also HELPS MEDICS. More people would be buying stimpacks from them, giving then a more vital role in the game. They are invalueable as it is, but all of my Doctor friends are a little.. broke. (Plus I'd Love to have the ablility to use stims.)


AT-ST: Sorry to say it (Because I LOVE mine), but something needs to be done. They are ruining the CH profession. A few options that I would suggest would be...


1) Limit Use to 1 at a time. (Still able to hold 3)


2) Give The MAster CHs a better Pet (only usable at Master Level) Medium Armor?


3) Give Master Smugglers the ability to trade Faction Pets To/From players. Give them the ability to 'slice' them so that they can be used while NOT a declared Imperial, giving them the ability to 'Smuggle' them to the rebels, if they desired.


4)Add the ability to sell Faction items back to the recruiter for 80% of the cost. Give all ATST owners a week to sell them back, then make them unusable (still sellable to recruiter). Make the ATST only an ImperialBase Protection NPC unit (Untill it is RE-released as a vehicle, when the vehicles are introduced.)



Overview: Give Me Medicine Use Mods Back Please!


Oh, you will? Thank you





PolyAntimer

Glibly
Wed Oct 01, 2003 5:30 am
#60

I finished the game already. When will the 'publishes' adress my problem?




"Skepticism is the chastity of the intellect, and it is shameful to surrender it too soon or to the first comer" -- George Santayana
SteveB0
Wed Oct 01, 2003 5:32 am
#61

I have to say... Last night was one of my first HUGE disappointments in SWG. I always take guild groups out on exploration trips and we ventured around on Lok for about 4 hours. We hit the Kimo invaded city that provided us with 4 Kimo Hatchlings and 1 Giant Dune Kimo and then nothing for 30 minutes before we decided to leave. Next, we traveled south more towards the Imperial Base hoping to reak havok there only to find that not one NPC was attackable On the way to the base we passed ONE yes I say ONE spawn of mobs (which were those lil pups that are green and very annoying). In short... please fix your spawn system... We were looking for an exploration adventure and we got a site seeing tour of desolite lands, which in turn bored my entire group.





Stilgar Vladimir
Leader of Furor [FUROR]
********************************
Zaraa Vladimir
Master Chef / Merchant
Furor Trade Bureau - Offers Architecture, Armor, Chef products, and Resources
Braxis, Naboo (1670 5990)

Holocron #1 - Master Creature Handler (Finished)
Holocron #2 - Teras Kasi Master (Finished)
Holocron #3 - Master Dancer (Yea right I will wait for quest)
RenObiOne
Wed Oct 01, 2003 5:38 am
#62

From the Patch Notes from test center.


  • Droid Engineer - Fix for a few droids and droid schematics were not granting XP for their being crafted.
  • Droid Engineer - Now a pet droid won't ever have any armor unless it was crafted onto it.

  • Only two updates for DEs? lol


    I know you want us to be patient, but come on! How long do we have to wait before something decnet is done with our profession? A year or two? Sorry for sounding a bit pissed off, but patience is running real thin right now.


    I like how you stated pets are too frequent and we need more droids. Yet in these same patch notes, one of your primary focus is creature mounts, lol.

    Ace4Brit
    Wed Oct 01, 2003 5:51 am
    #63

    PLEASE can you distiguish which updates in the in development are ALREADY LIVE? Like italicize or something? a good deal of them i thought are already live...



    --------------------------------------------------------------
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    ????, Chilastra (Jedi Initiate) Unlocked 2/10/04

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    lund0529
    Wed Oct 01, 2003 6:08 am
    #64

    Will you please drop fish volume from 3 to 1?


    This is by no means a huge thing, but if it's an easy fix... kinda goes with reducing the fishing pole volume.

    CorrbinDalas
    Wed Oct 01, 2003 6:14 am
    #65

    Q...those update notes are still bloated with old issues that were already addressed. Do you think maybe after THIS big patch, that someone DELETES the whole document internally and then STARTS A NEW ONE for next months patch?
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